Show pageOld revisionsBacklinksBack to top You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Filesjust some notes. (i'll figure out yr wiki syntax and fix this. :p) ==The Goal== * to make the player feel like a plant ===tools to the goal=== * simulation of slow time scales ** the real challenge is to make it interesting and engaging to have stillness * chaos. nature is chaotic. (chaos as a design tool) ** Chaotic systems are systems that look random but aren't. They are actually deterministic systems (predictable if you have enough information) governed by physical laws, that are very difficult to predict accurately (a commonly used example is weather forecasting) WikiPedia:Chaos *** Chaos features three main characteristics: **** it is a bottomless gulf where anything falls endlessly. This radically contrasts with the Earth that emerges from it to offer a stable ground. **** it is a place without any possible orientation, where anything falls in every direction. **** it is a space that separates, that divides: after the Earth and the Sky parted, Chaos remains between both of them * the wind * the feel of the sun * the water flowing through your veins ** (is it a sound?) Please fill all the letters into the box to prove you're human. Please keep this field empty: SavePreviewCancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Share Alike 4.0 International tale_of_vegetal_time.1227993153.txt.gz Last modified: 2008-11-29 21:12by 84.198.252.205